Saija Rii
05-01-2008, 11:34 AM
After reading more about the Witch Elf on these boards, I am interested in playing one. However, Invisibility isn't fun to me, and while I was cleaning my room these images just popped into my head.
An option that has nothing to do with stealth, and everything to do with fear, stage precense, and fast paced combat.
Here are some of my ideas, please note that I view it as a whole, and not seperate choices.
First off, the Witch Elf is about presence. At first I thought maybe we could give her an innate aura of fear making her enemies clumsy, but I quickly dismissed that as stupid because no matter how often you Dark Elves may say us High Elves suck, we frankly arn't afraid of you, and I highly doubt the dwarves are either. Then I thought, how about intimidation. Intimidation isn't like fear, and it is very viable that even the hardiest of warriors would be intimidated by Witch Elves.
Intimidation would be an innate aura surrounding every Witch Elf. It will start out small, but the more you add to your Stage Presence (More on that later) the larger the radius will become, 'till theoretically every enemy on the field will feel this Intimidation.
Intimidation will have different effects on different races and classes, and it may even increase to fear or terror. Plain old intimidation is just a small damage debuff, but it only applies to enemies when they attack you (The Witch Elf). Fear would be like clumsy, they are more likely to miss, and terror... well lets just say it rarely happens, and it would be quite a dissadvantage for thy enemy.
Stage Presence as I mentioned earlier would be one of the keys to intimidation. The more you kill enemies, and the more you use special moves, battle cries, fury screams, and all that good stuff the greater it becomes which contributes to the radius and effectivness of Intimidation. I think that Stage Presence is also very important because it adds to the 'Witch Elf is in your face' view, and along with that it also realistacly reduces damage you take.
Now Intimidation by itself isn't enough to make you viable. Sure, the better Witch Elves will be able to take advantage of it and Stage Presence to become quite powerfull, but you still arn't a tank, and if people are prepared for you, you could still die.
So Intimidation will also open up single target debuffs which you apply to yourself, causeing the next enemy to hurt you to have temporary fear and they CAN'T hit you for a period of time. These abilities would be unlocked as your Intimidation and Stage Presence is increased.
Now with all of this, it still isn't quite enough, you are still rather flimsy, and you could still die a little suddenly... So now we add in 'Spatial Rifts'.
Spatial Rifts, something I am feeling giddy about. It will be very skill based, and something that you sure as hell can't pull off without paying attention. You will enter Spatial Rift mode when you need to get to someone real fast. You click Spatial Rift, and all the colors will get inverted, and your cam will have zoomed out. You will see a grid over the terrain, and simplified versions of the characters. You then proceed to draw a line with up to three stops. Each stop will be equally spaced apart and you can't control them This will be timed, a very short timer, a few seconds at most and then it is released. The enemy will see you first standing one place, then another, and another, and then boom. In their face screaming litanies to the God of Murder and emptying the internal organs from their bodies.
There is a limit to how far you can go. And I suck with measurments but it will be one in which you can't spatial rift accross great distances, maybe a few yards each stop.
I am bad with timers and cool downs as well, so I am sorry, I don't have a recommendation for them. My goal with the single debuffs unlocked in Intimidation is that they can be used pretty often but, they only last on the enemy for short amounts of time. On top of that, all Intimidation abilities are all defencive, as the goal is to keep you alive so you can kill people.
As far as Spatial Rift, you should be able to use it fairly often, maybe once every two enemies or so. I also think the cool down should vary. If you use it while not engaged in melee combat with someone, the cool down should be short (I.E. you are hitting someone, its alright if you are getting shot). However if you use it soon after exiting melee combat, or while still in it, the cool down should be very long. The goal of it is not to escape, but you would have the option to use it to retreat from time to time.
I think this is a hell of alot better then stealth, and would be alot more fun (Though it would need to be tweaked alot I assume). Any thoughts on my idea? Please post. And if my idea doesn't fit the lore of Witch Elves, or needs to be altered abit to fit it, please say so.
Also, any recommendations on cool down timers and duration timers?
An option that has nothing to do with stealth, and everything to do with fear, stage precense, and fast paced combat.
Here are some of my ideas, please note that I view it as a whole, and not seperate choices.
First off, the Witch Elf is about presence. At first I thought maybe we could give her an innate aura of fear making her enemies clumsy, but I quickly dismissed that as stupid because no matter how often you Dark Elves may say us High Elves suck, we frankly arn't afraid of you, and I highly doubt the dwarves are either. Then I thought, how about intimidation. Intimidation isn't like fear, and it is very viable that even the hardiest of warriors would be intimidated by Witch Elves.
Intimidation would be an innate aura surrounding every Witch Elf. It will start out small, but the more you add to your Stage Presence (More on that later) the larger the radius will become, 'till theoretically every enemy on the field will feel this Intimidation.
Intimidation will have different effects on different races and classes, and it may even increase to fear or terror. Plain old intimidation is just a small damage debuff, but it only applies to enemies when they attack you (The Witch Elf). Fear would be like clumsy, they are more likely to miss, and terror... well lets just say it rarely happens, and it would be quite a dissadvantage for thy enemy.
Stage Presence as I mentioned earlier would be one of the keys to intimidation. The more you kill enemies, and the more you use special moves, battle cries, fury screams, and all that good stuff the greater it becomes which contributes to the radius and effectivness of Intimidation. I think that Stage Presence is also very important because it adds to the 'Witch Elf is in your face' view, and along with that it also realistacly reduces damage you take.
Now Intimidation by itself isn't enough to make you viable. Sure, the better Witch Elves will be able to take advantage of it and Stage Presence to become quite powerfull, but you still arn't a tank, and if people are prepared for you, you could still die.
So Intimidation will also open up single target debuffs which you apply to yourself, causeing the next enemy to hurt you to have temporary fear and they CAN'T hit you for a period of time. These abilities would be unlocked as your Intimidation and Stage Presence is increased.
Now with all of this, it still isn't quite enough, you are still rather flimsy, and you could still die a little suddenly... So now we add in 'Spatial Rifts'.
Spatial Rifts, something I am feeling giddy about. It will be very skill based, and something that you sure as hell can't pull off without paying attention. You will enter Spatial Rift mode when you need to get to someone real fast. You click Spatial Rift, and all the colors will get inverted, and your cam will have zoomed out. You will see a grid over the terrain, and simplified versions of the characters. You then proceed to draw a line with up to three stops. Each stop will be equally spaced apart and you can't control them This will be timed, a very short timer, a few seconds at most and then it is released. The enemy will see you first standing one place, then another, and another, and then boom. In their face screaming litanies to the God of Murder and emptying the internal organs from their bodies.
There is a limit to how far you can go. And I suck with measurments but it will be one in which you can't spatial rift accross great distances, maybe a few yards each stop.
I am bad with timers and cool downs as well, so I am sorry, I don't have a recommendation for them. My goal with the single debuffs unlocked in Intimidation is that they can be used pretty often but, they only last on the enemy for short amounts of time. On top of that, all Intimidation abilities are all defencive, as the goal is to keep you alive so you can kill people.
As far as Spatial Rift, you should be able to use it fairly often, maybe once every two enemies or so. I also think the cool down should vary. If you use it while not engaged in melee combat with someone, the cool down should be short (I.E. you are hitting someone, its alright if you are getting shot). However if you use it soon after exiting melee combat, or while still in it, the cool down should be very long. The goal of it is not to escape, but you would have the option to use it to retreat from time to time.
I think this is a hell of alot better then stealth, and would be alot more fun (Though it would need to be tweaked alot I assume). Any thoughts on my idea? Please post. And if my idea doesn't fit the lore of Witch Elves, or needs to be altered abit to fit it, please say so.
Also, any recommendations on cool down timers and duration timers?